Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Smoke MissionsSmoke missions create smoke screens that obscure LOS. A Direct Support Battery may not fire smoke and perform a fire mission in the same turn. Effect of Smoke Screens All firing and spotting rolls passing through smoke screens are made with an additional +2 TN. The Target Number for short range fire is increased from… READ MORE
Time-On-TargetAvailable to: Commonwealth and USA Only Time-on-target was first developed by the British in North Africa in August 1941. Using BBC time signals artillery officers were able to synchronize their watches without relying on military radio networks or telephone lines. With time-on-target the flight time from each battery to the target is calculated. Each battery… READ MORE
On-Call Fire MissionsOn-call fire missions are available during the game. Each direct support battery can be given an on-call fire mission providing it has not previously fired for effect this turn or laid a smoke screen. On-call missions can be targeted at any unit or location visible to another unit acting as a Forward Observer. On-call missions… READ MORE